Every panel, menu item and setting the team added to the Map Editor of the Smithbox fork (S:\Smithbox, branch
mcp-bridge), with where to find it and the source file. Labels, defaults and setting names were read from the
code. Source paths are relative to src/Smithbox.Program/. "ME" stands for Editors/Map Editor.
Settings are fields of CFG (Application/CFG.cs), saved in Smithbox's configuration file.
Panels
| Panel title | Open with | Setting (default) | Source | Page |
|---|---|---|---|---|
| Object Palette | View > Object Palette | Interface_MapEditor_ObjectPalette (on) |
ME/Tools/Object Palette/ObjectPaletteTool.cs |
place-an-object.md |
| Variations | View > Variations Panel | Interface_MapEditor_Variations_Panel (on) |
ME/Tools/Variations/VariationsTool.cs |
poi-variations.md |
| Shortcuts | View > Shortcuts Panel | Interface_MapEditor_Shortcut_Panel (on) |
ME/Tools/Blender Keys/BlenderKeysTool.cs |
move-rotate-snap.md |
Menu items
| Item | Where | Setting (default) | Source |
|---|---|---|---|
| Object Palette | View menu | see Panels | ME/MapEditorScreen.cs |
| Variations Panel | View menu | see Panels | ME/MapEditorScreen.cs |
| Shortcuts Panel | View menu | see Panels | ME/MapEditorScreen.cs |
| Blender-style Keys | View menu | MapEditor_Blender_Keys (on) |
ME/MapEditorScreen.cs |
| Hide Storm Effects | Filters menu; Viewport Filters section of the Tools window (NR only) | MapEditor_Storm_Effects_Hidden (on) |
ME/Framework/StormEffectsFilter.cs |
| Hide Light Shafts | same | MapEditor_Hide_Light_Shafts (off) |
ME/Framework/StormEffectsFilter.cs |
| Load Map (replaces the open maps) | Map List, right-click an unloaded map | ME/GUI/MapListView.cs, ME/MapUniverse.cs |
|
| Load Alongside Open Maps | Map List, right-click an unloaded map; also Ctrl + double-click | ME/GUI/MapListView.cs |
|
| Loading a map replaces the open ones | Map List, right-click any map | MapEditor_Load_Replaces_Open_Maps (on) |
ME/GUI/MapListView.cs |
| Show surrounding block maps as context | Map List, right-click any map (NR and ER) | MapEditor_Show_Block_Map_Context (on) |
ME/GUI/MapListView.cs, ME/Framework/BlockMapContext.cs |
Object Palette controls
| Control | What it does | Setting (default) |
|---|---|---|
| Map picker | Target map for placement | |
Game: Nightreign / Game: Elden Ring combo (NR projects) |
Which game's models are shown | ObjectPalette_Game (0 = project, 1 = Elden Ring) |
| Elden Ring Game folder field (inside the game combo) | Path of the Elden Ring install; empty finds it through Steam | ObjectPalette_ER_Game_Path (empty) |
| Re-render all previews (inside the game combo) | Clears the previews kept on disk | |
| Tabs Used in Map, Assets, Characters, Map Pieces, Recent | Which list is shown (Elden Ring: Assets, Characters) | |
| Search box | Id, name, tag, or the map an asset is in | |
Place: anywhere combo and Clear |
Narrow to what a place uses | |
| Category chips | All, Lights & Fire, Containers, Plants, Structures, Rocks & Terrain, Props, Effects, Unsorted | |
Place: view centre / placement orb / beside selection |
Where Place and double-click put the object | ObjectPalette_Place_Mode (0 = view centre) |
Rotation: template / zero / random yaw |
Rotation of the placed object | ObjectPalette_Rotation_Mode (0 = template) |
| Align to slope | Tilt placed objects to the ground | ObjectPalette_Align_To_Surface (off) |
| Clear IDs | Clear entity ID and entity group IDs copied from the template | ObjectPalette_Clear_Entity_IDs (on) |
| Named only | Hide models with no name | ObjectPalette_Named_Only (off) |
| Size slider | Preview size, 64 to 256 | ObjectPalette_Preview_Size (112) |
| Place, Replace selected, Select uses, Edit community name..., Copy model name | Detail bar buttons and right-click menu (Copy model name is menu only) |
Source: ME/Tools/Object Palette/ (ObjectPaletteTool.cs, PaletteGrouping.cs, ModelMapIndex.cs,
EnemyParamDefaults.cs, ErAssetLibrary.cs, ErAssetImporter.cs, ErAssetNames.cs), previews in
Renderer/Model Preview/, names in Editors/Common/Utils/CommunityNames.cs.
Variations panel controls
Show only the focused variation, the table (Var, Name, Contents, Actions with Select), Save name,
Copy as new variation vN, New entity IDs, Delete..., Move to vN, Make shared,
Names registry (setting MapEditor_Variation_Registry_Path, empty by default), How variations reach the game.
Source: ME/Tools/Variations/VariationsTool.cs.
Shortcuts panel controls and keys
| Control | Setting (default) |
|---|---|
| Blender-style keys checkbox | MapEditor_Blender_Keys (on) |
| Blender rotate gizmo checkbox (shown when the keys are on) | MapEditor_Blender_Rotate_Gizmo (on) |
The full key table is on move-rotate-snap.md. Sources: ME/Tools/Blender Keys/BlenderKeysTool.cs,
ME/Tools/Blender Keys/BlenderRotateGizmo.cs, ME/Tools/Surface Snap/SurfaceSnap.cs (End / Shift+End),
Editors/Viewport/Framework/ClickSelection.cs (click to deselect, Shift+click toggle).
Behaviour with no control of its own
| Behaviour | Setting (default) | Source | Page |
|---|---|---|---|
| Placed or replaced enemies get their own NpcParam, NpcThinkParam and no patrol | ME/Tools/Object Palette/EnemyParamDefaults.cs |
place-an-object.md | |
| Replace selected renames references to the part | ME/Utils/MapReferenceRename.cs |
place-an-object.md | |
| NR m60 / m61 tiles and blocks load at their world offset | ME/Framework/Connections/MapConnections_NR.cs |
block-maps-and-far-objects.md | |
| Layered tile copies are lit with the layer 0 tile's bake | ME/Data/IrradianceVolumeBank.cs |
block-maps-and-far-objects.md | |
| Collision overlays hidden by default, turned off once for old configs | MapEditor_BasicFilter_Collision, _ConnectCollision, _ObjectCollision (off); MapEditor_Overlay_Defaults_Applied |
ME/Framework/BasicFilters.cs |
rendering.md |
| Navmesh shown by default, restored once | MapEditor_BasicFilter_Navmesh (on); MapEditor_Navmesh_Default_Restored |
ME/Framework/BasicFilters.cs |
rendering.md |
| NR terrain blends, far colours, snow, crystal, waterfalls, lakes | Renderer/Materials/MaterialDefinition.cs, Renderer/Resource Types/FlverResource.cs, Smithbox.Data/Assets/Material Definitions/NR_Blends.json, Smithbox.Data/Assets/Shaders/FlverShader/ |
rendering.md |
Project-level additions
| Item | Where | Setting (default) | Source | Page |
|---|---|---|---|---|
| Additional Mod Folders | Projects window, Settings section | stored in the project's project.json (AdditionalModPaths) |
Editors/Project Editor/GUI/ProjectConfigureMenu.cs, Editors/Project Editor/ProjectVFS.cs |
project-setup.md |
| Move Project Folder... | Projects window, Settings section, under Project Directory | Editors/Project Editor/Utilities/ProjectMover.cs |
project-setup.md | |
| Reopen Where You Left Off | Preferences, Project, General | Project_Restore_Session (on) |
Editors/Project Editor/Utilities/SessionState.cs, Preferences/Definitions/ProjectPrefs.cs |
project-setup.md |
Eclipse character names (tag eclipse) |
everywhere character names show | Smithbox.Data/Assets/Aliases/NR/Characters.json |
project-setup.md |
Files
| File | Written by |
|---|---|
<project>/.smithbox/Assets/Aliases/<type>.json |
Edit community name... |
<project>/.smithbox/Preview Cache/*.prev |
Object Palette previews |
<project>/.smithbox/Model Map Index <game>.json |
Object Palette map search (project and er) |
<project>/.smithbox/er_asset_imports.json |
Elden Ring asset copies |
<project>/.smithbox/er_asset_names.json |
Names for Elden Ring assets |
<project>/.smithbox/variation-names.json |
Variations panel names |
%LOCALAPPDATA%\Smithbox\Sessions\<project guid>.json |
Reopen Where You Left Off (SMITHBOX_SESSION_DIR moves it) |
Not on this branch yet
Area editing (direct editing of block-map objects, Near / Far placement, grouped map list): see area-editing.md.
Covered on other pages
generate-navmesh.md, port-er-map.md, script-editor.md, send-bug-report.md, mcp-bridge.md, build-smithbox.md.